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Virtual Worlds: The Rise of e-Sports

VIRTUAL WORLDS THE RI SE OF e-S PORTS Stadiums filled with screaming StarCraft fans have been a Korean staple for years. The world of e-Sports is growing fast and moving west. So, here's what you need to know about MMORPG's... pronounced "MUH-MOR-PUH-GUH" A.K.A. MMO or MMOG MMORPG MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAME MMO SALES MMO PLAYERS $12 Billion Worldwide 400 Million Worldwide $4 $2.9 Billion in USA 50 Million in USA "Pay to Play" gamers pay on average $127 each per year (27 Million FREE TO PLAY] [23 Million PAY TO PLAY] $500 Million in illicit trade of accounts and in-game services THE GR OUPS JUST LIKE IN TRADITIONAL SPORTS, e-SPORTS HAVE THEIR OWN SET OF GROUPS. The a INTEREST GROUP Giving gamers a collective voice with which to ECA Communicate their concerns. Wilton, CT ENTERTAINMENT CONSUMERS ASSOCIATION 2006 GOVERNING BODY Ensuring that e-Sports are just as accredited as any other sport. leSF leSF South Korea INTERNATIONAL E-SPORTS FEDERATION 2008 Specializing in Computer and LEAGUE cONsole video game competitions. CPL Dallas, TX CYBERATHLETE PROFESSIONAL LEAGUE 1997 MEDIA Building the largest online destination for MLG Competitive gaming. MLG NYC, NY MAJOR LEAGUE GAMING 2002 EVENT Embodying a healthy cyber culture through Cyber Game WCG WCG Festivals. South Korea WORLD CYBER GAMES 2000 THAT'S NOT ALL. THERE ARE MANY MORE GROUPS OUT THERE: PGL:AMO Professional Gamers League • ESWC:Electronic Sports World Cup • WEG:World eSports Games• WEM:World e-Sports Masters • WSVG.World Series of Video Games • dSL.Ongamenet Star League • MŠL: MBCgame Starleague • ESEA:ESEA League • ETFZL:European Team Fortress 2 League • PGL:Pro Gaming League • EGL.European Gaming League • AGL:Asian Gaming League : ESL:ESL Master Series • IEM:Intell Extreme Masters • NGLI:NGL One • CB:ClanBase EVO:Evolution Championship Series • CEVO:Cyber Evolution• 6SL:6OMTV Global StarCraft II League • NASL:North American Star League • NISWC:NASCAR IRacing.com Series World Championship• ACL:Australian Cyber League• EST:Electronic Sports Toumament • IPLIGN Pro League • SLTV.Star Ladder • NATLINA Tribes League • EUTL.EU Tribes League • SCOGA.Cybersports & Online Gaming Association • KESPA:Korean e-Sports Association • TESL:Taiwan esports League • ESV:eSports Vietnam • SLESA:Sri Lanka e-Sports AsSOciation • NESA:Namibia Electronic Sports Association• MSSA:Mind Sports South Africa. BESF:Belgian Electronic Sport Federation• ESD:E-sport Denmark FESF:FIinnish eSports Federation• FESC:France Esport Console • DESB:Deutscher eSport Bund • NESB:Nederlandse Electronic Sport Bond . SESF:Swiss E-sport Federation. UKESA.United Kingdom eSports Association • ESC.eSports Canada THE GA MES THESE ARE JUST A FE W OF THE MANY GAMES WORTH HIGHLIGHTING LEAGUE LEGENDS RELEASEDIN 2009 of RIOT GAMES The most played online game of 2012 32 million A total of 1.3 billion hours have been logged [that's 148,000 years of total game time) GE Prize pool for 2012 championship: 9 $5 million 12 E Average salary of top teams: P $85,000/player + endorsements million 8.3 million Chances of going pro: 0.000003125 million TOTAL AVERAGE PEAK PEAK ACTIVE PLAYERS ONLINE ONLINE ACCOUNTS PER DAY VIEWERS PLAYERS RELEASEDIN 1998/2010 STARURAFT BLIZZARD ENTERTAINMENT South Korea has 12 professional StarCraft teams 2.4 STARCRAFTII COPIES million PIRATED TEAM AZUBU 4.6 STARCRAFTII COPIES million SOLD STARCRAFT 11 COPIES million SOLD They draft "Athletes" to train 10 hours/day 6 days/week in barrack like quarters. Athletes train to improve their APM's: Actions Per Minute. The pros have APM's in the 300 range. Only 300 South Koreans are licensed professionals, and their salaries range from $20k to $16Ok. 18 In 2005, 120,000 people gathered in a stadium to watch the StarCraft Championship. Million Total Copies WORLD RELEASED IN 2004 BLIZZARD ENTERTAINMENT WARCRAFT 9.6 million 1.4 billion in subscriptions subscribers WOW servers consist of: In 2007, due to the proliferation of illegally selling accounts, one WoW account sold for Over It was deleted within 5 days. PY,9UO. 20k computerS In 2005, a virtual epidemic broke out called Over The Corrupted Blood Incident Because it acted so similar to real life epidemics, it led epidemiologists and anti-terrorist officials to study WoW. 1.3 million gigabytes of storage RELEASEDIN 1999 EvERANEST SONY ONLINE ENTERTAINMENT During its prime in 2002, studies revealed that an exchange rate could be determined by looking at the Illegal trade of accounts and goods online. $1 = $.01 REAL AMERICAN VIRTUAL NORRATH CURRENCY CURRENCY This sets the gross national income of "Norrath" at The average person playing EQ made $2,266 / $3.42 / HR that means "Norrath" ranks 77th Russia Bulgaria in real world economics, somewhere between Bulgaria and Russia Norrath THE GA MERS THERE ARE MANY STEREOTYPES FOR GAMERS. HERE'S WHAT THE STATS TELL US. SEX 60% 40% 12-17 18-22 23-28 29-35 35+ AGE JAVERAGE AGE = 261 12% 20% 26% 22% 20% FULL TIME SCHOOL PART TIME SCHOOL / WORK- UNEMPLOYED- FULL TIME WORK HOME MAKERS RETIRED EMPLOYMENT 11% 12% 18% 50% HAVE KIDS HAVE NO KIDS 22% 78% FAMILY LIFE 36% 64% -MARRIED- SINGLE PLAY WITH SIGNIFICANT OTHER PREFER TO PLAY ALONE TEAMMATES 20% 80% LPLAY WITH SOMEONE THEY KNOW-L TIME SPENT WATCHING TV TIME SPENT PLAYING MMOS TIME MGMT 7.7 22 HR / WK* HR / WK *AVERAGE TIME AMERICANS SPEND WATCHING TV IS 28 HR / WK ADDICTION 50% THOSE WHO SAY THEY ARE AODICTED Since the early 2000's "internet addiction centers" have offered gaming addiction rehab. "I call myself an addict, because I share the same symptoms as someone who's addicted tO smoking, or alcohol, or some other substance. I think about EQ while I'm not playing, I get stressed when I have to go 24 hrs without logging on for a fix, and I wasn't able to quit when I tried. If that's not an addiction, I don't know what is." [male gamer, 22, for "Ariadne - Understanding MMORPG Addiction" by Nicholas Yee SOURCES www.gunkelweb.com/coms647/articles/castronovapaper.pdf www.news.bbc.co.uk/2/hi/technology/7007026.stm www.cracked.com/article_18763_5-insane-true-facts-about-starcraft professional-sport.html www.superdataresearch.com/global-mmo-games-spending- exceeds-12bn/ www.clan-os.blogspot.com/2008/12/salaries-of-korean-starcraft-progamers.html www.nickyee.com/daedalus/ www.nickyee.com/pubs/Yee%20-%20MMORPG%20Demographics%202006.pdf www.nickyee.com/hub/addiction/mapping.html www.blog.rjmetrics.com/who-plays-mmos-an-analysis-of mmorpg-player-demographics-and-mmorpg-player-stereotypes/ www.geek.com/games/world-of warcraft-facts-put-in-perspective-1106111/ www.statisticbrain.com/blizzard-entertainment-statistics/ www.newzoo.com/trend-reports/mmo-trend-report/ www.massively.joystiq.com/2012/07/12/report-global-mmo-spending-to-top-12-billion-in 2012/ www.theeca.com/about eca www.ie-sf.org www.thecpl.com/the-cpl-heritage/ www.majorleaguegaming.com/mlg/about www.wcg.com/renew/history/wcg2011/wcg2011_overview.asp www.en.wikipedia.org/wiki/League_of Legends www.en.wikipedia.org/wiki/StarCraft www.en.wikipedia.org/wiki/StarCraft_II:_Wings_of_Liberty www.en.wikipedia.org/wiki/World_of Warcraft www.en.wikipedia.org/wiki/EverQuest www.en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game www.en.wikipedia.org/wiki/Electronic sports BROUGHT TO YOU BY www.ONLINEGAMEDESIGNSCHOOLS.ORG DESIGNED BY ERIC PHILLIPS.NET

Virtual Worlds: The Rise of e-Sports

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Stadiums filled with screaming Starcraft fans have been a Korean staple for years. The makers of the online massively multiplayer game League of Legends have worked with broadcast partners of the NFL,...

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